Circle of the Broken Land

Circle of the Broken Land druids channel the primordial fury of the dying earth to act as nature’s avengers against those who would further harm the land. They are inured to hardship by a life of wasteland survival, using their connection to nature’s primal power to overcome the limits of what other mortals can endure. Their deep connection to the dying earth gives them a wellspring of spiritual pain from which to draw power that druids of the Broken Land use to hone their fighting skills.

Unlike those druids of the wastes who seek to restore nature’s balance and heal the land, Circle of the Broken Land druids seek out those who destroyed it in the first place to punish them for their careless and destructive acts. When not waging a war of revenge, they live solitary lives of ascetic contemplation and communion with dying primordial spirits.

Druid LevelFeature
2ndPrimordial Fury, Survivalist's Cunning
6thElemental Scouring, Primordial Fury (2), Survivalist's Cunning (2)
10thWasteland Survivor, Primordial Fury (3), Survivalist's Cunning (3)
14thWasteland Avenger, Primordial Fur(4), Survivalist's Cunning (4)
 

Level 2: Primordial Fury

You can enter a trance of primordial fury. As a bonus action, you can expend one use of Wild Shape to enter this trance. When you enter your primordial fury, choose one of the following benefits:

  • You gain a bonus to your AC equal to your proficiency bonus.
  • As a bonus action on each of your turns, you can make a single attack with a melee weapon you are holding. You may cast Shillelagh as part of this bonus action.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain proficiency in Strength and Constitution ability checks and saving throws.

Your primordial fury lasts for 1 minute, until you use your Wild Shape again, or until you are incapacitated. You can also end your fury at any time (no action required). At higher levels, you can choose additional benefits when you enter your primordial fury. You may choose two benefits at 6th level, choose three benefits at 10th level, and gain all four benefits at 14th level.

Level 2: Survivalist's Cunning

Whenever you make a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the result. The bonus die increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

Level 6: Elemental Scouring

The rage of the dying world flows through you to bring its wrath upon your enemies. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal acid, cold, fire, lightning, or thunder damage to the target (your choice) in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Level 10: Wasteland Survivor

As part of a short or long rest, you may perform a 1-hour ceremony to harmonize yourself with the wasteland’s harsh conditions. You can choose a number of creatures equal to your proficiency bonus to join the ceremony to gain the benefits as well.

At the end of the hour, you and any participants in the ceremony gain the following benefits for the next 8 hours while not wearing heavy armor:

  • As an action, you may spend one of your Hit Dice to remove one level of exhaustion from yourself.
  • You can safely consume sand, gravel, or dirt in place of normal food and water.
  • Nonmagical difficult terrain does not slow your travel.
  • You ignore the effects of extreme heat and extreme cold.

Once you use this ability, you cannot perform the ritual again for 24 hours.

Level 14: Wasteland Avenger

Whenever you are in your primordial fury and roll damage against a single target with an attack or spell, add an additional 1d8 damage to your roll.



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